Files
SingularityViewer/indra/llrender/llrendertarget.h
Shyotl 736696ac36 Track glEnable states via static refs instead of map lookups.
Sync light state, bound shader, and various gl context states similarly to render matrices.
Texture handles now refcounted, as multiple viewer textures could ref the same handle (cubemaps do this)
Clean up gl extension loading a bit. Not necessary, but only look for ARB variants if not included in current core version. Removed unused extensions.
Use core shader api if supported, else use ARB. (FN signatures are identical. Just doing some pointer substitution to ARB if not core.)
Attempt at improving VBO update batching. Subdata updates better batched to gether per-frame.
There's probably other stuff I forgot that is in this changeset, too.

Todo: Fix lightstate assertion when toggling fullscreen with shaders off.
2018-11-19 00:37:48 -06:00

194 lines
5.7 KiB
C++

/**
* @file llrendertarget.h
* @brief Off screen render target abstraction. Loose wrapper for GL_EXT_framebuffer_objects.
*
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#ifndef LL_LLRENDERTARGET_H
#define LL_LLRENDERTARGET_H
// LLRenderTarget is unavailible on the mapserver since it uses FBOs.
#if !LL_MESA_HEADLESS
#include "llgl.h"
#include "llrender.h"
/*
SAMPLE USAGE:
LLRenderTarget target;
...
//allocate a 256x256 RGBA render target with depth buffer
target.allocate(256,256,GL_RGBA,TRUE);
//render to contents of offscreen buffer
target.bindTarget();
target.clear();
... <issue drawing commands> ...
target.flush();
...
//use target as a texture
gGL.getTexUnit(INDEX)->bind(&target);
... <issue drawing commands> ...
*/
class LLMultisampleBuffer;
class LLRenderTarget
{
public:
//whether or not to use FBO implementation
static bool sUseFBO;
static U32 sBytesAllocated;
static LLRenderTarget* sCurFBO;
LLRenderTarget();
virtual ~LLRenderTarget();
//allocate resources for rendering
//must be called before use
//multiple calls will release previously allocated resources
bool allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage = LLTexUnit::TT_TEXTURE, bool use_fbo = FALSE);
//resize existing attachments to use new resolution and color format
// CAUTION: if the GL runs out of memory attempting to resize, this render target will be undefined
// DO NOT use for screen space buffers or for scratch space for an image that might be uploaded
// DO use for render targets that resize often and aren't likely to ruin someone's day if they break
void resize(U32 resx, U32 resy);
//provide this render target with a multisample resource.
void setSampleBuffer(LLMultisampleBuffer* buffer);
//add color buffer attachment
//limit of 4 color attachments per render target
virtual bool addColorAttachment(U32 color_fmt);
//allocate a depth texture
virtual bool allocateDepth();
//share depth buffer with provided render target
virtual void shareDepthBuffer(LLRenderTarget& target);
//free any allocated resources
//safe to call redundantly
virtual void release();
//bind target for rendering
//applies appropriate viewport
virtual void bindTarget();
//clear render targer, clears depth buffer if present,
//uses scissor rect if in copy-to-texture mode
void clear(U32 mask = 0xFFFFFFFF);
//get applied viewport
void getViewport(LLRect& viewport);
//get X resolution
U32 getWidth() const { return mResX; }
//get Y resolution
U32 getHeight() const { return mResY; }
LLTexUnit::eTextureType getUsage(void) const { return mUsage; }
U32 getTexture(U32 attachment = 0) const;
U32 getDepth(void) const { return mDepth; }
bool hasStencil() const { return mStencil; }
void bindTexture(U32 index, S32 channel);
//flush rendering operations
//must be called when rendering is complete
//should be used 1:1 with bindTarget
// call bindTarget once, do all your rendering, call flush once
// if fetch_depth is TRUE, every effort will be made to copy the depth buffer into
// the current depth texture. A depth texture will be allocated if needed.
void flush(bool fetch_depth = FALSE);
void copyContents(LLRenderTarget& source, S32 srcX0, S32 srcY0, S32 srcX1, S32 srcY1,
S32 dstX0, S32 dstY0, S32 dstX1, S32 dstY1, U32 mask, U32 filter);
static void copyContentsToFramebuffer(LLRenderTarget& source, S32 srcX0, S32 srcY0, S32 srcX1, S32 srcY1,
S32 dstX0, S32 dstY0, S32 dstX1, S32 dstY1, U32 mask, U32 filter);
//Returns TRUE if target is ready to be rendered into.
//That is, if the target has been allocated with at least
//one renderable attachment (i.e. color buffer, depth buffer).
bool isComplete() const;
U32 getFBO() const {return mFBO;}
static LLRenderTarget* getCurrentBoundTarget() { return sBoundTarget; }
protected:
friend class LLMultisampleBuffer;
U32 mResX;
U32 mResY;
std::vector<U32> mTex;
std::vector<LLImageGL::GLTextureName> mTexName;
std::vector<U32> mInternalFormat;
U32 mFBO;
LLRenderTarget* mPreviousFBO;
LLImageGL::GLTextureName mDepthName;
U32 mDepth;
bool mStencil;
bool mUseDepth;
bool mRenderDepth;
LLTexUnit::eTextureType mUsage;
LLMultisampleBuffer* mSampleBuffer;
static LLRenderTarget* sBoundTarget;
};
class LLMultisampleBuffer : public LLRenderTarget
{
U32 mSamples;
U32 mColorFormat;
public:
LLMultisampleBuffer();
virtual ~LLMultisampleBuffer();
virtual void release();
virtual void bindTarget();
void bindTarget(LLRenderTarget* ref);
virtual bool allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo);
bool allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, bool stencil, LLTexUnit::eTextureType usage, bool use_fbo, U32 samples);
virtual bool addColorAttachment(U32 color_fmt);
virtual bool allocateDepth();
void resize(U32 resx, U32 resy);
};
#endif //!LL_MESA_HEADLESS
#endif